All you need to do is take the `water.material`, `water.cg`(from FeralHeart/media/materials), and place them somewhere in your resource load path. Then just do `water->setMaterialName("WaterReflectMat");` or something like that, when the water is given a material in the code. Or just take the 'WaterReflectMat' section of the material (the .cg file is still important, it has the GPU shader program...). Or something!!!
That's the thing though. i was looking int the copy of IT i had and couldn't find the water or texture for it. i did put the water reflect onto billboards and mesh in FH though. Only worked from odd angles so you can't fake the water reflect as an object very well.
Using `WaterReflectMat` also works for objects in FH, but because of how the shader script was made, you just get a shiny, reflective, flat puddle, that can, however, be rotated! :V Using several objects you could prolly like... Build a giant water cube or sumfin'.